Railroad Tycoon 3 Walkthrough :
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Walkthrough - FAQ/WalkthroughRAILROAD TYCOON 3 ____ FAQ written by Scott "Zoogz" Jamison zoogz22 (at) yahoo (dot) com http://www.nabiki.com/mst This FAQ is property of and copyrighted by Scott Jamison, 2007. This FAQ is licensed to GameFAQs due to their excellent work in archiving FAQs for many games that I have played. Please do not post this FAQ in any other location without my written permission. Additionally, please do not alter this FAQ. I reserve the right to request this FAQ to be removed from any website. ____ Table of Contents ____ 1.0 - Version History 2.0 - Introduction to Railroad Tycoon III FAQ 2.1 - Game Overview 3.0 - Economics and Railroad Tycoon III 3.1 - General Overview to Economics. 3.2 - Competition. 3.3 - Purchasing and Maintaining Industries. 3.4 - Town Consumption and the Transportation Model. 3.5 - Supply and Demand - The Flow of Resources. 3.6 - Instant Manufacturing. 3.7 - Tycoonatrons and the Discussion of Competitive Advantage. 3.8 - Opportunity Costs and Time Value of Money 3.9 - Macroeconomics and Conditions. 4.0 - Railroad Tycoon 3 Controls 4.1 - The Globe Button / Station Cargo Lists 4.2 - The Track Button 4.3 - The Building Button 5.0 - Walkthrough 5.1 - Campaign Mode 5.1.1 - Go West 5.1.2 - Germantown U.S.A. 5.1.3 - Central Pacific 5.1.4 - Texas Tea 5.1.5 - The War Effort 5.1.6 - State of Germany 5.1.7 - Flying Scotsman 5.1.8 - Crossing the Alps 5.1.9 - Third Republic 5.1.10 - The Orient Express 5.1.11 - Argentina 5.1.12 - Africa 5.1.13 - Japan Quakes! 5.1.14 - The Seeder 5.1.15 - Dutchlantis 5.1.16 - Chip Off the Old Block 5.2 - Scenarios (TBD) 6.0 - Railroad Tycoon Game Patches / Updates 7.0 - Frequently Asked Questions 8.0 - Epilogue and Author's Notes ____ 1.0 Version History ____ Version 0.4 - Begun the initial form of the FAQ. Sections added in- clude the following: Framework, Author's Disclaimer, Table of Contents, Version History, Introduction, Economic Overview, Controls, and Walkthroughs (3/18 published) Version date: 28 June 2007 Version 0.45 - Proofread, linebreaked, and tweaked a couple sections. More walkthroughs to come in future releases. Version date: 3 July 2007 Version 0.5 - Added 5.1.1, "Go West" to walkthroughs on request. Try #8 at "Orient Express" not going too well either, so I will just com- plete all the other walkthroughs. Version date: 20 July 2007 Version 0.7 - Added new information to 4.2, "Track Button" in RRT3 Con- trols. Added 5.1.2, "Germantown USA", 5.1.3 "Central Pacific", and 5.1.6 "German States" to walkthroughs. 5.1.6 was added upon request. More walkthroughs to come. Added questions to FAQ. Version date: 1 August 2007 Version 0.75 - Added new information to 3.4, "Town Consumption and the Transportation Model" in the Economics overview section. Updated sec- tions 5.1 and 5.1.6 with additional information. Added 5.1.4, "Texas Tea" and 5.1.10 "Orient Express" to walkthroughs. Next plans include filling in the remaining walkthroughs for the campaigns I have prev- iously completed (7,8,9) and then being able to go on to the campaigns that I have not started, namely 5 and 14-16. Version date: 10 August 2007 Version 0.97 - Added walkthroughs for scenario 7, "Flying Scotsman", scenario 8, "Crossing the Alps", scenario 9, "Third Republic", scenario 15, "Dutchlantis", and scenario 16, "Chip Off the Old Block". Revised section 3.9, "Macroeconomics and Conditions", due to evidence presented while playing RRT3 and further research about economic policies and conditions of older times. Also added a walkthrough for scenario 5, "War Effort". Many thanks to Ez8 for providing this walkthrough. The only remaining campaign game without a walkthrough is 14, another scheduling campaign game. Therefore, considering the fact that I've played Railroad Tycoon 3 consistently for the last nine months, I will be taking a break for a while. Therefore, I will be taking a hiatus from this guide for a while as well. I will still accept any submissions that readers of this FAQ would like to provide, especially for scenario #14. I will update the FAQ if the submissions warrant it, but since most of the facts below are correct as far as I know there will be few further revisions or additions for the time being. (Last note: if you're waiting on ME to provide the walkthrough for #14, I will do it eventually if no one else steps up. But just be warned that you may be waiting some months for it.) Good luck! Version date: 31 August 2007 Version 1.0 - Added reader contribution walkthrough(s) for Scenario 14, "The Seeder". I imagine that everyone was waiting on this one, and there were multiple readers who contributed. My thanks and apologies to those readers. Possible future additions to this walkthrough may consist of the single scenarios bundled with the game. Version date: 03 June 2008 ____ 2.0 - Introduction to Railroad Tycoon 3: ____ Welcome! This is my first FAQ, so any comments about this work, please send them to the email address at the top of the page. I first started playing Railroad Tycoon 2 after having found it at a local store for $9, and enjoyed it immensely. I loved being able to build track and watch my little trains go all over the place. I was able to do pretty respectable at most of the scenarios and campaign as well. (Thanks, Dennis Doucette, for the RRT2 FAQ; lemme tell you about India someday!) I did not purchase Railroad Tycoon 3 immediately upon its release; I actually waited for a few months. I didn't hear any negative reviews though, and obtained my copy. But when I started playing it, I will admit that some of the differences in gameplay from Railroad Tycoon 2 to Railroad Tycoon 3 turned me off of the game at first. So then, Railroad Tycoon 3 sat in my "to play" pile for a long time afterward. As I was cleaning out my "to play" pile in December 2006, I realized how engaging this game could be. While economics will never really be a water-cooler subject, this game is based upon many economic princi- ples, and it took me a few times playing it to realize how interesting and exciting it could be. Good and bad decisions in Railroad Tycoon 2 can affect you, to be sure, but good and bad decisions in Railroad Ty- coon 3 affect you far more. It's because the gameplay model is far more robust, and goes farther to be a truer model of economic behaviour than Railroad Tycoon 2. So, by all means, don't be scared of Railroad Tycoon 3. I realized that a decent explanation of the economic system and gameplay princi- ples would be gratefully appreciated by many people... possibly back in 2005. It's now halfway through 2007, and I would be highly sur- prised if anyone even cares about this game anymore. But I felt I had to at least try to publicize it and help others to enjoy it, even if too late really is too little. Thank you for reading, and enjoy! 2.1 - Game Overview The path to winning in Railroad Tycoon 3 is basically the same in every scenario and campaign game - to build a network of tracks and trains to service the transportation needs of your current region. You are usually offered an amount of money at the start of the game, and with this money you can start building tracks and trains, and con- necting cities. More money can either be earned through your service, obtained through stock issues in the stock market (capitalization), or borrowed from the bank in the form of loans (liabilities). Some scenarios and campaign games may have different focuses - for instance, connecting two cities by rail, or raising your personal net wealth, or even outlasting all other companies to be the last one stand- ing. While there are ways that some goals can be accomplished without even placing one inch of steel track, generally the easiest path to victory is to build a rail network which is profitable. In this game, your company can make a profit two different ways. You can carry cargoes and earn a profit by taking them from one location where they are supplied to another where they are demanded. Usually, carrying raw materials to a production facility is a good example of this method. Alternately, you can also purchase raw material facil- ities and production facilities and make money on the direct usage of goods. Some players get extremely good mileage from just transporting cargoes, and it may be best to use this strategy as well if you are a beginner. Just remember that profits can be made in many different avenues! ____ 3.0 Economics and Railroad Tycoon 3: ____ Economics is a very strange art at times, and can require much ex- planation. Railroad Tycoon 3 is very steeped in economics, even more so than both Railroad Tycoon 1 and 2. Therefore, the below is a bit of an essay which encompasses differences between gameplay of Railroad Ty- coon 2 and 3, explains general economic models, and attempts to apply them to Railroad Tycoon 3. For those who have not played Railroad Ty- coon 2, my apologies; just try to ignore parts where I bring up differ- ences, as it may become confusing. There are a few areas that need to be introduced and explained in this discussion. They are as follows: 3.1 - General Overview to Economics. 3.2 - Competition. 3.3 - Purchasing and Maintaining Industries. 3.4 - Town Consumption and the Transportation Model. 3.5 - Supply and Demand - The Flow of Resources. 3.6 - Instant Manufacturing. 3.7 - Tycoonatrons and the Discussion of Competitive Advantage. 3.8 - Opportunity Costs and Time Value of Money 3.9 - Macroeconomics and Conditions. Economics is intertwined, so if you don't find your answer in one general topic, please go on through the rest of the essay, as your an- swer may be related to a different topic. Any questions you may have will also be gratefully accepted and answered if possible, and posted on the FAQ even if an answer does not exist so that feedback can be re- quested and generated. Additionally, "Tycoonatrons" is the general term I use for the in- visible "people" of Railroad Tycoon 3. For those who remember the SimCity games, just think of them as Sims. For those who played "The Sims", you can't buy them a new refrigerator. Sorry. 3.1 - General Overview to Economics. Before delving into the above topics, a deeper explanation of the game may be necessary. Some people do read the documentation that comes with a game, and some don't. For those who have already read the game's documentation or are familiar with Railroad Tycoon, please skip to the next topic below. The economy in Railroad Tycoon encompasses many different items. Some are supply items, such as logs or cattle. In order for these items to be useful to most people, they need to be processed at a pro- cessing plant, such as a lumber mill or a meat packing plant. In Rail- road Tycoon, you can build a transportation network made up of trains which can bring raw materials to processing plants and hopefully earn your company a profit. The processing plants will use these raw mater- ials to produce finished goods, like lumber (cut boards used for build- ing) from logs or meat from cattle. "Houses" in Railroad Tycoon sym- bolize the public at large, who consumes these types of items. And the more houses a town has, the more that this town needs stuff - New York City needs far more paper than Schenectady, for instance. And just re- member, one finished good may be a raw material for another process - rubber can be processed to tires, but tires are used as a raw material for automobiles. Clicking on every building and clicking the little square button will show you what every building produces and demands. Hooking up buildings which produce a certain good with buildings that demand a certain good will be supplying a demand, and this is how you get money in the game. Additionally, there are also passengers and mail in Railroad Tycoon 3. Sometimes these can be the most lucrative deliveries. Both types of "cargo" go from house to house, in essence. Most of our discussion can also be applied to passenger and mail traffic, but just remember that there's no processing of passengers - the game designers didn't make a Soylent Green factory. The key to earning money by hauling cargo is to haul it from a place which supplies cargo to a place which demands cargo. That's all there is to it. It's a bit more difficult than that? Okay, then check out a few topics below. 3.2 - Competition Everywhere, competition exists. There's more than one bank, more than one grocery store, more than one hotel. It's a fact of life, and in Railroad Tycoon 3 it's no different. Of course, you could be competing against other railroads in this game, as in Railroad Tycoon 2. But now, you're also competing against boats, trucks, and other methods of conveyance too. The game's eco- nomic model will place prices on everything, and if there is a profit to be made by shipping a material over a small amount of land or a long amount of water, then the invisible Tycoonatrons will ship it them- selves. There is a benefit to this as well. Some industries may already be producing their finished goods because the Tycoonatrons are already supplying the industries. And usually finished goods provide a higher amount of profit as well. Be sure to click on all industry buildings to see a list of their profitability; they will usually have a record of "units consumed" at the top which will show you how well-supplied the industry is, and if it is near capacity then you can practically count on this industry providing finished goods if connected to your rail empire. This also provides you with additional assistance in the form of building stations. While you do still have the option of putting small stations in some areas to capture a certain raw material build- ing, your cities can benefit from the surrounding countryside as the local farms and raw material producers will ship their goods to your station if it is close. Just be sure to understand that if you buy these industries, they may not be as profitable due to the transpor- tation costs they have to pay in order to enter into your system. Your stations also serve as an "instant transport"; if a cattle farm pro- duces cattle, it may take a month or two to get to a nearby station by Tycoonatron, but if you build a station which captures the cattle farm (puts the cattle farm in its green highlight area), the production will instantly be inside your station. It'll just cost money to buy the station. Last note, the Tycoonatrons will follow the paths of least resist- ance. They will ship by rivers rather easily and also coastal parts of oceans. I watched some goods go from one side of the map all the way to the other because of coastal squares. Mountains are far more daunt- ing though. You can compare this to your track-laying and ease in transport; laying a track parallel to a river is usually pretty easy, cheap, and results in very little grade, and therefore the trains will move quickly. Laying track over a mountain (or THROUGH a mountain) is highly expensive, and takes a long time, so you will be rewarded for your premium if you made a wise decision. To sum up, goods WILL move by themselves in some limited ways without your trains to take them. Check the globe icon and click on the spe- cific commodity for additional information, and to find out if a cer- tain facility is utilizing some other form of transport to get their goods to market. 3.3 - Purchasing and Maintaining Industries Another difference between RRT2 and RRT3 is the industry model. Al- ready discussed are the facts that some industries may already be sup- plied without your efforts. Now, purchasing them as well as industry consumption are different as well. Firstly, purchasing industries. In RRT2, you had to depend on other people buying the property and erecting the facility before you could swoop down and purchase it from them. Now though, you can place your own *production* buildings through the (station-)building menu. Just search the list on the dots/lines button. Not only do you get some of the passenger revenue-enhancing buildings from RRT2, you also get a list of production buildings you may purchase. To be sure though, you will be paying a premium on any building that you place yourself, a- bout 150% of the purchase price of an identical new facility (and pos- sibly beyond two times the price of a non-profitable facility). This can be classified as the permits and property cost, I suppose. And on any map, there will be old and new industries. Most industry buildings will not disappear once they appear, and you can see some buildings that have endured $2M of loss throughout their lifetime. The buildings now act with the economy, unlike RRT2. Now, you have to remember the maxim, "Buy low, sell high!" You al- ready knew about it from RRT2 due to the stock market. Now it applies to EVERY building on the map! If you see a factory that is productive and profitable, then it will go for a higher cost than will an unprof- itable factory. You can buy an unprofitable factory for a discount, sometimes a profoundly deep discount. This game teaches in a very profound way another business maxim, "Time equals money." Buying an unprofitable factory is cheap, but turning it into a profitable facility may take some time. Buy infra- structure to support the facility though -- tracks to hold trains which can transport goods, and stations to capture goods -- and give it some time. A small investment could turn into a cash cow. Conversely, if you find yourself needing industry profit to finish a game, buy a profitable industry at a premium. In this fashion, while you get far less of a percentage of your investment as profit, you are also spending far less time as well and obtaining a facility that gives you instant profits. Ultimately, the tradeoff between buying and supplying an unprofit- able facility versus a profitable one is made up of two things. Time, as mentioned above, and the cost of infrastructure -- you WILL be lay- ing track, building stations, and buying trains to supply your new fa- cility, right? It will take time for the new facility to start produc- ing once you supply it with raw materials. By spending money on infra- structure instead of buying a more expensive (and profitable) facility, you can use that same infrastructure to move other cargoes and obtain more profits. To summarize, you can buy industries or even build them from the ground up. Some will be already profitable, and those are usually the most expensive to buy. Some may not be producing anything, and they are the cheapest to buy. It will take time and possibly more invest- ment in track, station, and trains to turn an unprofitable facility into a profitable facility, but sometimes it uses your resources better than purchasing an already-profitable facility. 3.4 - Town Consumption and the Transportation Model Two RRT2 tycoon things have disappeared. One is the one-car unit; now, in Railroad Tycoon 3, you can ship between 50% and 100% of a car- load of any material, including passengers and mail. (Note: In RRT3, you cannot choose to ship a half-carload, it is purely dependent on the cargo levels at your station.) And remember the Railroad Tycoon 2 flags? Green for "sell all car- goes", yellow for "keep cargoes on the train", and red for "keep car- goes at station, don't sell"? They don't apply here anymore, due in part to the pricing scheme and also the fill percentages from above. Every town will now have a price for everything, and the amount that is consumed will also depend on the price. For instance, you may have three towns. The one on the west sup- plies cattle. The one in the middle is a small consuming town. The town to the east has a meat packaging plant. They may look like this: Westerham ----------- Centreville ------------ East Eastie Cattle Ranch Meat Packaging Plant If you have a train route between Westerham to Centreville, you may have one or more loads of cattle. This is because of the flow of goods, the Tycoonatrons. The closer you get to a demanding facility, the meat packaging plant, the higher the price will be for the cattle. By taking the cattle at least part of the way, you will get at least part of the money realized from shipping the cargo, and the Tycoon- atrons may take some (or even all) of the cattle you supplied Centre- ville to East Eastie because of the profit they could realize from the shipment. And here's the fun part. Say you did take two loads of cattle from Westerham to Centreville, and you also have a train coming to Centre- ville and going to East Eastie in two months. While the Tycoonatrons may have taken some of the cattle, there may be some cattle left that the Tycoonatrons couldn't ship at a profit to them still in Centreville that you may be able to ship for a profit. So your East Eastie train might pick up, say, 1.7 loads of cattle from Centreville to sell in East Eastie. In this case you may miss out on some of the profit, but in effect the game automatically caused you to flag the cargo red so that another train could pick it up, and you were penalized accordingly (though slightly) for making the cargo sit. A visual retelling of the above may look like this: Westerham ------------- Centreville ------------- East Eastie Cattle Ranch Meat Packaging Plant (Cost for Cattle: $45k) (Cattle: $67k) (Cattle: $90k) 2.0 loads from Westerham to East Eastie - base price $90k Total profit: $90k 2.0 loads from Westerham to Centreville - base price $44k 1.7 loads from Centreville to East Eastie - base price $39k Total profit: $83k As you may notice, the Tycoonatrons will skim some of the profit from the top for undertaking some shipment of cargo themselves. (Special note - the price may change slightly too, but this is pure- ly a simplification) This is why the automatic choosing of cargo is the best way to run your trains. You may not know from one shipment to the next what car- go would be best to place on a train, especially if you consider the next scenario: Westerham------Centreville---------East Eastie Notrackville Grain Farm Brewery In this example, there is a grain farm near Centreville which pro- vides grain to your station to ship, and a brewery (which processes grain into alcohol, a finished good in this game) in Notrackville. As Notrackville indicates, your track doesn't run all the way there; it stops at East Eastie. Example costs of goods: Westerham------Centreville---------East Eastie Notrackville Grain: $15 Grain: $13 Grain: $34 (Grain: $58) Alcohol: $190 Alcohol: $185 Alcohol: $176 (Alcohol: $133) By providing East Eastie with the grain, you still will get a pre- mium - $21 per 1.0 load. But because grain is far more demanded in Notrackville, where they can supply their brewery with it, the Tycoon- atrons will endeavor to ship some of the grain from East Eastie to No- trackville. And that amount of grain will be fed into the brewery, where alcohol will be brewed. Alcohol then is far cheaper in Notrack- ville, but the Tycoonatron's premium for moving alcohol from Notrack- ville to East Eastie will be built right into difference between the East Eastie price and Notrackville's price - $43 per 1.0 load. East Eastie will still have alcohol for loading, though not as much as if you connected Notrackville to begin with. By shipping East East- ie alcohol to Centerville, you'll still realize a profit between the two prices - $9 per 1.0 load. But as you notice, the profit is a slight profit compared to connecting Notrackville. And this is where you, the Railroad Baron, have to make your deci- sion. Would connecting Notrackville be worth the money invested in more track, another station, and more trains? Or would it be suffi- cient to let the Tycoonatrons supply your station down the line, so that you can then supply the stations in your current railroad network? Now this discussion leads us to consumption. There are a multitude of ways that any amount of anything (goods, food, raw materials, etc.) dwindles: 1. People taking raw materials and producing their own goods (like a cottage-industry woodworker taking 5% of a 1.0 load of logs to plane or sand for his own use). 2. Waste. 3. Theft. 4. Use (Consumption). 5. Purchase and transport. 1-3 above are minor, but will happen. They are provided so that you are aware that if numbers drop, it may be due to other reasons rather than your trains or the Tycoonatrons' shipping capabilities. We covered #4 already above with the Tycoonatrons. In Railroad Ty- coon 3, towns will now use the production that factories will provide. In RRT2, if you have a meat packing plant in a city, taking cattle to the facility created food. But this food had to GO somewhere else, it was not demanded at all in the town where it was produced. In this game, towns WILL consume goods, and it is not a bad thing. Take the following scenario: Centreville Notrackville Grain Farm Brewery Grain: $13 (Grain: $58) Alcohol: $185 (Alcohol: $133) Let's introduce a new portion now: Brewery (Capacity 3 units/year) Supply (the grain!): $58/unit Labor/Overhead: $30k/year One of the two numbers fluctuates a lot - labor. Labor are the Ty- oonatrons running the brewery, working inside. If the brewery doesn't run, then fewer Tycoonatrons are needed, and the cost will go down (but not disappear; you can't have a completely empty facility and call it "open".) One of the numbers doesn't fluctuate as much - overhead. Overhead refers to the electricity used to make the factory run, the taxes on the land and assets, and to some extent the wages of the management of the factory. Overhead will also always exist, and there's only so much you can dispense with. But with the numbers above, we can understand the following: Brewery - Consumption 2.0 Units Supply - $116k Labor/Overhead: $30k Which means that you can tell completely what the costs of this brew- ery are: 2.0 units of grain @$58/unit=$116k + Labor/Overhead $30k=$146k But alcohol sells for $133/unit in Notrackville, so therefore if they sell all the alcohol there the revenue (all money made) becomes: 2.0 units @$133 = $266 With expenses, the brewery will show a $266k-$146k = $120k profit. But imagine the Tycoonatrons. One or another enterprising Tycoon- atron may take a .25 load of alcohol from Notrackville where it sells for $133 to Centreville, where he can realize a profit of $13k. If this is all he can haul, then it makes sense that his maximum profit is $13. If he can haul .5 loads though, why not haul more if it won't cost that much more and get $26k profit instead? However, Notrackville's price for alcohol is still worth the brewery in Notrackville to sell alcohol to the general public, given limited options. If you connect Notrackville to your rail network though, your trains are in essence "buying" Notrackville's alcohol for them- selves at the same $133 price that the public may pay, and you are re- alizing the profit when you then "sell" the alcohol to Centreville at $185. But while your trains are not in station "buying" the alcohol, and if there is a surplus, remember that any Tycoonatron who's thirsty can pony up his own $133 and the brewery will sell him alcohol too. Now we get into basic supply and demand, in the next section below! Just remember, consumption is JUST like production in this game in one key way: it doesn't all happen immediately! We used the numbers above to provide an "average" price. Prices can go up and down and af- fect the purchase price of any commodity - just look at your local pe- trol station for an illustration! Another note to remember in this game is to follow the train cars! When you click on the station that your facility is served by, the list of cargoes will appear. In this list, you can find out both if your facility is being supplied and also if your facility is able to sell finished goods. You can tell this both the same way. If for instance you own a brewery, this means that you need grain as an input. The houses serviced by your station will ALSO demand grain too. Therefore, click on the station and click the grain car to see what is happening! Your brewery, as long as you zoom out far enough, should have a down- ward pointing triangle. If there is grain to be input to the brewery, then little black railcars of grain will appear UNDER the triangle's point. If so, you have a supply, and your factory should be outputting alcohol at this very second. Then, you can find out if your alcohol is being bought or not by clicking on the alcohol car in the station list. If there are black cars around the town but not in the station, then your alcohol is also being bought. Congratulations, you are likely turning a profit! If the black cars are sitting at the station though, you'd better get a train to transport them somewhere else. All that needs to happen is for them to be loaded on a train for them to be bought. So therefore, if you have an alcohol factory yet prices are pretty stagnant for alco- hol, find the nearest location that you can ship it even for a few pen- nies extra and ship it there, as you will earn the profit through the revenue your brewery just made in selling the alcohol to your train to ship. This is how I understand the revenue model for supply and production buildings in RRT3. I was perplexed recently, as I bought a steel mill which did extremely brisk business yet the steel seemed to be piling up in the town; there were upwards of 10 units of steel, yet my factory put up amazing $1.1M profits. I then realized that the two tool and die factories were not only upgraded, but operating at maximum capacity and likely purchasing the steel as soon as it gets turned out. As I honestly don't know any other way that you can possibly book revenue on a product that seems to not be getting sold, and if anyone else has any ideas in regards to this topic I would be happy to hear them. So this is what is happening behind the scenes constantly. You have Tycoonatrons trying to get ahead in life, much like you may be (unless of course, you're at university.) If you still are at university, go ask your economics professor about some of this stuff, and (s)he'll be glad to help. Alternately, send an email to the address at the top of the FAQ for any questions. 3.5 - Supply and Demand - Flow of Resources This will be a quick discourse on the basics of supply and demand, hopefully little more than a refresher course. It will focus on how the game deals with supply and demand going forward though. Let's go back to Westerham and East Eastie, and give a date of 1889: Westerham --------- Centreville ----------- East Eastie Cattle Ranch Meat Packaging Plant (Livestock: $45k) (Livestock: $67k) (Livestock: $90k) (Meat: $255k) (Meat: $235k) (Meat: $195k) Cattle Supply: 5.6 Cattle Supply: 1.2 Cattle Supply: 0.2 Meat Supply: 0.0 Meat Supply: 0.3 Meat Supply: 0.7 As you see, Westerham's cattle sell for $45k per 1.0 load. East Eastie has a meat packaging plant which needs raw materials, the live- stock, in order to process into meat. That's the new price you see on the list above. At this point, there's a reason that meat costs a lot in Westerham; they have very little, so people are willing to pay more for the small amounts of meat that local butchers may be able to pro- duce. Cattle in East Eastie are the same way, since it costs such a large amount for the Tycoonatrons to be able to move what little live- stock they can the long distance all the way from Westerham to East Eastie - some may die, some may get lost, et cetera. Still note though that *some* shipping may be happening due to the Tycoonatrons. So, your train comes to the rescue! At first, you can just do a short trip from Westerham to Centreville, and that will get the cattle moving toward the direction of East Eastie. But you may also notice that profits for the cattle you pick up in Westerham are far better in East Eastie, and they also will hopefully have meat for you to sell after their meat packaging plant starts producing. As a rule of thumb, your best profit will come from the first few shipments you undertake. Because since you're fulfilling a need, then costs will stabilize across the board: Check out what may happen by 1894: Westerham --------- Centreville ---------- East Eastie Cattle Ranch Meat Packaging Plant (Cattle: $72k) (Cattle: $78k) (Cattle: $82k) (Meat: $230k) (Meat: $218k) (Meat: $205k) Cattle Supply: 1.6 Cattle Supply: 0.7 Cattle Supply: 4.2 Meat Supply: 1.3 Meat Supply: 1.0 Meat Supply: 2.4 Your trains did this! When you filled the need for cattle to be sent from Westerham to East Eastie, you caused prices to rise slightly in Westerham - the local butcher who can still make a profit by slaughtering his own meat won't be able to find as many cattle as he used to. At the same time the ranchers will realize that there are fewer and fewer cattle, so therefore they will raise prices in order to capture more money from their service. Cattle won't be in as great of supply as before, so the ranchers can be more choosy in the prices they charge! East Eastie still needs cattle, but check out the livestock supply exampled above. If the meat packaging plant can only process (about) 3.0 loads of livestock yearly, then they're supplied for more than a year. Where might those 4.2 train cars of cattle be? The meat packing plant can't just let them go free and then go find them when they're needed... they need to store the cattle and feed the cattle before they are processed. These costs now show up in the lowered price of this cattle. And meat! Now that Westerham is being supplied with meat, the rich aren't the only ones who can afford it. If only one Tycoonatron bought meat at the local butcher for $254 before East Eastie's steaks hit the market, the butcher only got the $254. But when East Eastie's steaks hit the market, why would the marketplace only sell one steak at $254 if they can sell twenty steaks at $230? Remember, if a good isn't sold, it isn't worth anything; it's currency that runs everything. As for the one Tycoonatron who bought steak at $254? Well, if all the steak is the same, why buy steak at $254 if it's the same as the $230 stuff? This allows the one Tycoonatron to keep $24 in his pocket to spend on something else, which then allows economies to grow. Now would be a good time to inform you that everything in Railroad Tycoon 3 is treated as a commodity. This term means that the quality of an item is not considered in its pricing. Therefore, a McDonald's hamburger is the exact same meat as the steak you may buy from an Out- back Steakhouse. Obviously, in the real world this isn't the case, but the same 2.0 load of meat from East Eastie is worth exactly the same as the meat butchered by the Tycoonatron in Westerham. So, on a microeconomic scale, your trains serve to balance prices. Prices will never be truly equal, as your trains do not transport goods instantaneously nor are they always at the station. East Eastie's large supply of meat isn't all getting taken out of town unless you have a fleet of trains just waiting for it (which would probably cost too much to support), so East Eastie's prices will still be lower. As more and more meat is taken from East Eastie, the price will rise slow- ly. Please note that this will make the meat packaging plant (as well as the cattle farm) more and more profit as they go along, which make them attractive investments provided the costs were low enough. As a wrapup, supply prices are low and demand prices are high. Your company will make profit by buying at supply prices and selling at de- mand prices. Obviously, the farther apart these prices are, the more profit you will make. But remember that once you start supplying de- mand that prices will start to equalize over time, making you less and less profit each time you supply the same demand constantly. This section will connect with the opportunity costs discussion in section 3.7 as well as the macroeconomic section at 3.8. 3.6 - Instant manufacturing Railroad Tycoon 2 worked on the instant manufacturing theory, which stated that if you bring two cattle cars to a meat packaging plant, they instantly turn into two food cars. Obviously, not only did you earn money with the two cattle cars, you also will earn money by haul- ing the food cars. In Railroad Tycoon 3, this aspect is completely neutralized. Now, each facility not only has a limit to how much they can process, they also will not process these items immediately. I do not have a complete guide to the times that it takes for materials to be processed, but if anyone has figured this information I would be glad to add it to this guide. Ultimately, for the facility to produce, it needs to be profitable to produce. 99 times out of 100, it is profitable for a facility to turn raw materials into finished goods, but if you find a facility that just does not work correctly this may be the cause. The main point here is that you can't expect to sit your train for the cargo to be processed. You have to provide ample supply to an in- dustry in order to have any expectation that the finished goods will be available. As long as there is a year or two of constant supply, the industry in question will probably have finished goods waiting for transport. This isn't to say that "instant" production doesn't exist anymore. One of the most important parts of the game still happens instantly, which is building. Track, station, and even bought production facili- ties are all erected immediately, with no lag in time. If you had to wait eight years for engineers to build a bridge over a long river ra- ther than to hear the "clink-a-clink" of them constructing it immed- iately, it'd certainly change the game. 3.7 The Tycoonatrons and the Discussion of Competitive Advantage So you may be thinking, "The Tycoonatrons can ship anything. Why should I bother even building a train?" The programmers thought of this too. It'd be an extremely boring game if the Tycoonatrons did everything, wouldn't it? Remember the above examples? The Tycoonatrons could ship materials over short distances themselves. But the Tycoonatrons have two major problems. One is speed. The other is capacity. These issues become things that the railroad can do well; in economic terms, they are "strategic advantages". The Tycoonatrons are slow for the most part. Rivers and other bodies of water will speed them up and increase their capacity, but check out your trains. In the 1800s, you routinely see speeds around 60MPH and faster. In the 1900s, you have trains that can go 150MPH and faster. Think back to history... could horses match train speeds in the 1800s? Could cars match train speeds in the 1900s and 2000s, considering the fact that trains have the right-of-way? Consider even the fact that trains can usually climb hills better than horses (even if they are slow) and can also move faster than boats on the water. Building a rail, two stations, and placing a train on it is the fast -est way to get from station A to station B in this game. Your trains will effectively reduce spoilage to miniscule. The poor Tycoonatrons can't compete with your speed though, and you only have to click on the globe to notice that while the little train cars of supply radiate some way, many times they don't radiate very far. You can only walk a case of beer so far before you start drinking it. Capacity is your other strategic advantage. You may notice that it's hard for a person to carry more than four cases of beer. Put it on a train though, and it's easy as pie. If you already made the investment of a train and track, putting five cases of beer on the same train changes the cost minutely. As a matter of fact, it costs pretty much the same to haul 400 cases of beer compared to 4 cases. Selling 400 cases of beer at $20 apiece is far more valuable than selling 4 cases of beer at $40 apiece. This is how the economy runs here. Tycoonatrons can only take so much because their capacities are extremely limited. But they will try to maximize their small capacities just like you will try to maxi- mize your large capacity. Your goal in this game is to figure out how to make your trains profitable, and the way to do that is to make sure that they are hauling cargoes that can be sold for a high premium at another station down the line. Remember the overhead discussion above? In most cases, overhead is the purchasing of capacity. Buying a medium station in Railroad Tycoon 3 costs $100k, but it is a one-time cost. If you deliver only 5.0 units of mail at $20/unit, you'll break even. But if you deliver 20.0 units of mail at $10/unit, you will make a profit (20 * $10k = $200k, Station = $100k, total profit of $200k-100k = $100k). And the best part is that as far as the station goes, there is no change in cost be- tween offloading 5.0 units and 20.0 units; the station doesn't change cost. The things that are variable in this game are your trains. The more trains that you run, the more cost that will be incurred (purchase price, fuel, and maintenance as well as lost opportunity for other trains that have to stop for congestion). So by all means, maximize the profit of each of your trains. Capacity does also apply to factories as well. A factory that has a large supply of raw materials may be best served in increasing capa- city. More capacity is again an increase in overhead, as more property is bought, a larger facility implies more building materials, and all other costs. It will also be an increase in labor, as more people are needed to be hired in order to convert more raw materials. Addition- ally, if you increase supply of your finished good, you may see your purchase prices drop as increased supply of the good will result in de- creased demand. But if the demand is high enough and the facility is profitable enough, by all means increase the capacity! As in the above examples, 3.0 loads of alcohol at $133k will be worth $399k, but 5.0 loads of alcohol at $120k are worth $600k. The biggest issue is to make sure that the costs incurred to go from a profit of $399k to $600k are smaller than the increased profit. So you do have competitive advantage over almost everything else in the game as far as speed and capactiy are concerned. What do you do with that competitive advantage? In true Bill Cosby fashion, I tell you that story to tell you this one: 3.8 - Opportunity Cost The above example can be a demonstration of a principle called "opportunity cost". Opportunity cost is everywhere too! Do you want to use an extra $5 of gas to go see a friend... or did you want to use that $5 to get a bite to eat? You make decisions every day on how best to use your money, and these decisions may change on a daily basis. On Monday, you may have decided to use the $5 on food, but on Tuesday you could be regretting that decision because you really need to talk to your friend now. And then, if you have yet another $5 you can spend, you may face the same decision and then choose differently. In this game, you invest money in order to make money. Imagine you connected Westerham with Centerville, like this: Westerham ------------- Centreville East Eastie It could take $350k to build track between two cities, $200k for two stations, and another $150k for a train for a total of $700k! And the first load you transport on this track could be worth only $150k. What kind of profit is that? Costs: $700k Revenue: $150k Profit (Revenue minus costs): $550k of COSTS. That's not making money, right? But in this game, track you lay tends to stay there permanently, and the trains you place can make ma- ny shipments. (Maintenance costs exist for both, but for the sake of this conversation they are minimal) So after a while, you could make a total of ten trips between the two towns and end up making a profit of $1.2M over three years, then we can reevaluate your decision to build: Costs: $700k Revenue: $1.2M Profit (Revenue minus costs): $500k after 3 years. Good, right? Well, guess what.... you can place that $700k of in- frastructure anywhere you want, provided you have the permission. The majority of places you could place that $700k of track would give you very little revenue, which made them bad choices, but they were choices nonetheless. Imagine this scenario: Westerham Centreville ------BRIDGE----- East Eastie Say that it took $950k total to connect Centreville to East Eastie, due to a bridge that had to be built unlike the Westerham-Centreville route. But in three years, you earned $1.6M. So the profit you re- ceived from this transaction may look like this: Costs: $950k Revenue: $1.6M Profit (Revenue minus costs): $650k after 3 years. So, you would make more profit quicker if you built the connection between Centreville and East Eastie first. Keep in mind though that in our example, it did cost more as well. So, we'll do another scen- ario, where you do have the $700k to do the Westerham-Centreville con- nection, but you couldn't raise the $950k needed to create the Centre- ville-East Eastie connection the first year because of bad credit. If you first waited a year for your credit rating to rise to offer a bond, you might be able to then make the connection! You issue a bond one year later and gain $500k, which is more than enough to make your con- nection to begin with. The bond carries a 10% interest rate. And be- cause costs have risen, it now takes $1.0M to build the same connec- tion. So the analysis may look like this: Costs: $1.0M + $50k + $50k (two interest payments) = $1.1M Revenue: $1.6M * 2/3 of the time = $1.1M Profit (Revenue minus costs): $0 after 3 years. You didn't make a profit! But... you could have made more profit based on connecting Westerham and Centreville earlier! Whoops... that is lost opportunity. Everyone in the world makes opportunity cost evaluations constantly, so it's not a new principle. In the world of economics in Railroad Ty- coon 3, you may notice that opportunity costs exist everywhere - just look at all the towns you can connect! And here's one last concept for this section. The above illustration is a good way to show the time value of money. Remember waiting one year to build the Centreville to East Eastie connection? It costed a bit more to build one year later, and cut one year of revenue stream from the final total. All of the scenarios have a time frame added to it, so make sure that if you are waiting to build a connection it is because raising the money is either impossible or too expensive, or that there are no profitable connections to make at the present time. Making these decisions is definitely not as cut-and-dried as I showed above; oftentimes, you don't know how well one of your decisions panned out until possibly two years of game-time has elapsed, and sometimes even longer. But be sure that you're always thinking about the oppor- tunity costs of any decision you make in Railroad Tycoon 3, including possible missed opportunity elsewhere. 3.9 - Macroeconomics and conditions: The paper came! There's a depression! Everyone's panicking! In the real world, depressions and economic booms are overall condi- tions. These conditions are based on growth for the most part - if a economy is shrinking, then it will be in a depression. An economy shrinks when the amount of resources entering it grows smaller, in es- sence. And cash can certainly be one of those resources. Conversely, if an economy is expanding, it is because the available resources are |
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